Thursday, May 19, 2011

Displaying Images with Android

http://obviam.net/index.php/displaying-graphics-with-android/

Displaying Images with Android

Before moving to the actual game loop let’s display some graphics so we can get some measurements done. If you haven’t checked it out please do as it is imperative that you understand how a thread updates the screen. You can check it out here.
Displaying an image using Android is extremely simple.
To scale the problem down we will just display the image in the top left corner. We need an image to display. I prefer .png formats and I have just created one named droid_1.png. The size of the image is 20×20 pixels. You can use whatever tool you like. I use Gimp or Photoshop.


To make it available for your application just copy the image into the /res/drawable-mdpi directory (the easiest way is to drag and drop it there).
I have chosen mdpi which stands for normal screen medium density. To read on screen types check the android documentation.
Modify the MainGamePanel.java class and change the onDraw(Canvas canvas) method to look like this:
1protected void onDraw(Canvas canvas) {
2    canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.droid_1), 10, 10, null);
3}
The drawBitmap method draws the droid_1 image to the coordinates 10,10.
We obtain the bitmap from the application resources by passing the id of our image (resource), which is droid_1 in our case. When we copied the droid_1.png into the resource directory eclipse detected it and the plugin executed the necessary scripts in the background so we have the droid_1 identifier in the R.java file. The R.java holds the resource identifiers.
The thread suffered some changes too. Examine the new run() method.
01public void run() {
02        Canvas canvas;
03        Log.d(TAG, "Starting game loop");
04        while (running) {
05            canvas = null;
06            // try locking the canvas for exclusive pixel editing on the surface
07            try {
08                canvas = this.surfaceHolder.lockCanvas();
09                synchronized (surfaceHolder) {
10                    // update game state
11                    // draws the canvas on the panel
12                    this.gamePanel.onDraw(canvas);
13                }
14            } finally {
15                // in case of an exception the surface is not left in
16                // an inconsistent state
17                if (canvas != null) {
18                    surfaceHolder.unlockCanvasAndPost(canvas);
19                }
20            }   // end finally
21        }
22    }
In line 02 we declare the canvas on which we will draw our image. The canvas is the surface’s bitmap onto which we can draw and we can edit its pixels. In line 08 we try to get hold of it and in line 12 we trigger the panel’s onDraw event to which we pass the obtained canvas. Note that it is a synchronised block which means that we have exclusivity on it and nothing can modify it while we are using it.
The functionality is very simple and basic. On every execution of the game loop we get hold of the canvas and we pass it to the game panel to draw on it. The game panel just displays the image at coordinates 10,10. Now back to the FPS. If the number of times per second the image is displayed drops below 20, it starts to get noticeable by us humans. The challenge is to keep this rate above a set level and we will see how shortly.
Try running the code and you should see our droid displayed close to the top left corner.

Droid in top left corner

Moving the Image

Now that we have displayed it, let’s try moving it. How? We will use our finger. We will implement a simple drag and drop functionality. To pick up an image we will simply touch it and while our finger is on the screen we will update the image’s coordinates accordingly. Once the touch is finished we leave the image there where the last touch was recorded.
We need to create an object that will hold our image and the coordinates.
I have created Droid.java for this. Note that I have put the class into the net.obviam.droidz.model package.
01package net.obviam.droidz.model;
02 
03import android.graphics.Bitmap;
04 
05public class Droid {
06 
07    private Bitmap bitmap;  // the actual bitmap
08    private int x;          // the X coordinate
09    private int y;          // the Y coordinate
10 
11    public Droid(Bitmap bitmap, int x, int y) {
12        this.bitmap = bitmap;
13        this.x = x;
14        this.y = y;
15    }
16 
17    public Bitmap getBitmap() {
18        return bitmap;
19    }
20    public void setBitmap(Bitmap bitmap) {
21        this.bitmap = bitmap;
22    }
23    public int getX() {
24        return x;
25    }
26    public void setX(int x) {
27        this.x = x;
28    }
29    public int getY() {
30        return y;
31    }
32    public void setY(int y) {
33        this.y = y;
34    }
35}
It is a plain class with some attributes and a constructor.
The x and y are the coordinates of the droid. The bitmap holds the image that will be displayed as the droid. It is the graphical representation of it.
So far nothing special. But to play around with it we need to add some state. To keep it simple, the droid has only 2 states. Touched and untouched. By touched I mean when our finger touched the droid on the screen. We keep the touched state true while we hold our finger down on the screen at the droid’s position. Otherwise the droid remains untouched (state set to false).
Check out the new droid class.
01package net.obviam.droidz.model;
02 
03import android.graphics.Bitmap;
04import android.graphics.Canvas;
05import android.view.MotionEvent;
06 
07public class Droid {
08 
09    private Bitmap bitmap;  // the actual bitmap
10    private int x;          // the X coordinate
11    private int y;          // the Y coordinate
12    private boolean touched;    // if droid is touched/picked up
13 
14    public Droid(Bitmap bitmap, int x, int y) {
15        this.bitmap = bitmap;
16        this.x = x;
17        this.y = y;
18    }
19 
20    public Bitmap getBitmap() {
21        return bitmap;
22    }
23    public void setBitmap(Bitmap bitmap) {
24        this.bitmap = bitmap;
25    }
26    public int getX() {
27        return x;
28    }
29    public void setX(int x) {
30        this.x = x;
31    }
32    public int getY() {
33        return y;
34    }
35    public void setY(int y) {
36        this.y = y;
37    }
38 
39    public boolean isTouched() {
40        return touched;
41    }
42 
43    public void setTouched(boolean touched) {
44        this.touched = touched;
45    }
46 
47    public void draw(Canvas canvas) {
48        canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y - (bitmap.getHeight() / 2), null);
49    }
50 
51    public void handleActionDown(int eventX, int eventY) {
52        if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) {
53            if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) {
54                // droid touched
55                setTouched(true);
56            } else {
57                setTouched(false);
58            }
59        } else {
60            setTouched(false);
61        }
62 
63    }
64}
We added the touched field to keep track of the state of our droid. You will notice two more methods: public void draw(Canvas canvas) and public void handleActionDown(int eventX, int eventY).
These methods are discussed later.
Now let’s have a look at the MainGamePanel.java. It changed quite a lot.
001package net.obviam.droidz;
002 
003import net.obviam.droidz.model.Droid;
004import android.app.Activity;
005import android.content.Context;
006import android.graphics.BitmapFactory;
007import android.graphics.Canvas;
008import android.graphics.Color;
009import android.util.Log;
010import android.view.MotionEvent;
011import android.view.SurfaceHolder;
012import android.view.SurfaceView;
013 
014public class MainGamePanel extends SurfaceView implements
015        SurfaceHolder.Callback {
016 
017    private static final String TAG = MainGamePanel.class.getSimpleName();
018 
019    private MainThread thread;
020    private Droid droid;
021 
022    public MainGamePanel(Context context) {
023        super(context);
024        // adding the callback (this) to the surface holder to intercept events
025        getHolder().addCallback(this);
026 
027        // create droid and load bitmap
028        droid = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.droid_1), 50, 50);
029 
030        // create the game loop thread
031        thread = new MainThread(getHolder(), this);
032 
033        // make the GamePanel focusable so it can handle events
034        setFocusable(true);
035    }
036 
037    @Override
038    public void surfaceChanged(SurfaceHolder holder, int format, int width,
039            int height) {
040    }
041 
042    @Override
043    public void surfaceCreated(SurfaceHolder holder) {
044        // at this point the surface is created and
045        // we can safely start the game loop
046        thread.setRunning(true);
047        thread.start();
048    }
049 
050    @Override
051    public void surfaceDestroyed(SurfaceHolder holder) {
052        Log.d(TAG, "Surface is being destroyed");
053        // tell the thread to shut down and wait for it to finish
054        // this is a clean shutdown
055        boolean retry = true;
056        while (retry) {
057            try {
058                thread.join();
059                retry = false;
060            } catch (InterruptedException e) {
061                // try again shutting down the thread
062            }
063        }
064        Log.d(TAG, "Thread was shut down cleanly");
065    }
066 
067    @Override
068    public boolean onTouchEvent(MotionEvent event) {
069        if (event.getAction() == MotionEvent.ACTION_DOWN) {
070            // delegating event handling to the droid
071            droid.handleActionDown((int)event.getX(), (int)event.getY());
072 
073            // check if in the lower part of the screen we exit
074            if (event.getY() > getHeight() - 50) {
075                thread.setRunning(false);
076                ((Activity)getContext()).finish();
077            } else {
078                Log.d(TAG, "Coords: x=" + event.getX() + ",y=" + event.getY());
079            }
080        } if (event.getAction() == MotionEvent.ACTION_MOVE) {
081            // the gestures
082            if (droid.isTouched()) {
083                // the droid was picked up and is being dragged
084                droid.setX((int)event.getX());
085                droid.setY((int)event.getY());
086            }
087        } if (event.getAction() == MotionEvent.ACTION_UP) {
088            // touch was released
089            if (droid.isTouched()) {
090                droid.setTouched(false);
091            }
092        }
093        return true;
094    }
095 
096    @Override
097    protected void onDraw(Canvas canvas) {
098        // fills the canvas with black
099        canvas.drawColor(Color.BLACK);
100        droid.draw(canvas);
101    }
102}
Line 28 creates the droid object at the the coordinates 50,50.
It is declared as an attribute in line 20.
In the onTouchEvent (method line 71) if the action is the touch of the screen (MotionEvent.ACTION_DOWN) we want to know if our finger landed on the droid. To do this is easy. We need to check if the event’s coordinates are inside the droid’s bitmap. In order not to clutter the onTouch event we just delegate this to the droid object. Now you can go back to the Droid.java class and check the handleActionDown method.
01public void handleActionDown(int eventX, int eventY) {
02        if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) {
03            if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) {
04                // droid touched
05                setTouched(true);
06            } else {
07                setTouched(false);
08            }
09        } else {
10            setTouched(false);
11        }
12 
13    }

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